Also benefits might be there or might not, lot of benefit comes from better threading and that can cause issues with physics threads, which adds to complexity, which takes more time, especially when there are higher priority tasks at hand.

So takes time, can be wasted effort, which could mean it can't be done with very high priority.

I kinda wanted to find simple code for DX11 and same for Vulkan, but could not find, I saw something like that long time ago and Vulkan is a LOT more work.

You can't only take, you have to give too, so if you take better performance, you have to put more something which can be more complexity and more work. Vulkan is not magic answer, even it is nice for gamer's perspective.

ExpandCollapse

CryEngine3 was used for the earliest version of the game to see if it was possible before it was shifted over to Torque3D and its been on there ever since, I guess you dont know the phrase @CostinGamer YT of "If it aint broke dont fix it" which is the prime example of it here, the game works excellent on Torque3D so it isnt broken so best leave it alone and keep it on the current game engine, I think @tdev has access to the Cryengine version but I am not sure if hes kept it around somewhere

I just loved the way the game looked in this trailer:
The game looked much better and probably performed much better, the car seemed more solid and the game in general looked like it had a lot of potential with CryEngine 3. I already know that the company couldn't afford
to use CryEngine 3 but I just wonder what was needed for that to happen and is it possible now as of December 2018? I think that they should switch back to CryEngine 3. I don't care if they make another game thats basically the same thing but with CryEngine 3 I would buy it right away!

Click to expand...

Jesus Christ I never thought so many people would reply to my thread! This thread has more replies than I ever had comments on a youtube video.

ExpandCollapse

Vulkan is not a game engine, its an API. Beam runs on torque 3d, or whats left of it's code anyway. The game is rendered using dx11, which like vulkan, is an API. Vulkan is not restricted to windows like directx, which is a major benefit, besides better scalability and other technology support that vulkan provides. There inst really much info as to what engine they will be using with vulkan, but it probably will be just an evolution of the current torque 3d engine that is used. Also hoping vulkan will allow for multi-gpu support!

ExpandCollapse

That has nothing to do with the graphics engine though, which is the only aspect of CryEngine people seem to be missing. Current behavior of the pickup bed is determined by the physics engine and likely influenced by changes to the jbeam structures over time.

Moving back to CryEngine as a whole game engine implies ditching all the progress they built on the current physics engine in T3D.

Click to expand...

I know. I only mentioned that because the video in the OP shows bed flex very clearly, and I didn’t want to make an entire thread just for the lack of it in the current game.

ExpandCollapse

ExpandCollapse

Also something to consider:
Every new thing must be learned, with every old thing lot has been already learned.

Of course Cryengine is also known, but considering how long current engine has been improved and modified, it is very likely current engine is known very thoroughly, while with anything else lot new learning would need to happen and that is costly.

ExpandCollapse

The game looks great if you know what to do with it.Click above picture, for full-screen, though it's dark.
This is just an example of my recent work that looks 'fairly' real, what a wonder a pitch black night does to set the mood and immersion. Not trying to brag, being modest actually, but my point stands that both 'it's how you use it', and 'beauty is in the eye of the beholder'. Remember, the developers are obviously, as they have been for a while, putting FUNCTION over FORM, not form over function like many other things. It's nothing to take a pre-made game-engine, throw in a bunch of bought assets, and asset-flip as many people do on Steam. How the community *HATES* asset-flipping games. Those games aren't fun, they're just money pits. On the other hand, I've played BeamNG (or the editor rather) for well past 3000 hours making my maps (Roane County TN took 2500), so definitely got my money's worth.
So if you want pretty, go play (insert pretty game name here). If you want fun, just look for the little orange triangular icon for BeamNG, just like I do.

In-fact, it's the only 'Game' (even though it's technically a Simulator more than a Game in it's state) that's on my task bar as a short-cut.
No, really, it's there with my local forecast button, Steam, and the media player(s) I use and my tuner app.

Re-Shade works wonders, as does the headlights mod. Go try them out, they even help AAA games look much better. Considering BeamNG is made from a team of people, in numbers quite small, compared to Rockstar or Crytek, I would say it's pretty awesome. To say I've never laughed so hard at a PC game or simulation as I've laughed when playing BeamNG (running a combine-harvester machine through a line of 20+ pianos in downtown Rockwood TN in Roane County Map), would be an understatement. My gut was still sore the next morning I laughed until I cried. There's not a week I don't take a U-Haul truck full of pianos around a dirt track, or otherwise go racing about with them for some stress (and piano) burning good times. Further-more it's a game I don't have to feel bad about playing if my sister's 9-year-old daughter walks in (and she's in the 97th percentile intelligence-wise so she understands things), versus something like a tank rampage in GTA series games.

Doom was made by a team of around one-dozen people, in the years up until it's release in 1993. It sold over 2 million copies. It's sequel Doom II did almost equally well, just passing the two million mark closely behind it's predecessor in sales. Quake did very well also as did Quake 2 based Half Life (one). Yes, we were still using BSP-based engines originating from old DOS game code source in the early to mid 2000's. You don't need shiny fancy new this or that, to have a fun game that you can play for THOUSANDS of hours and not get bored of.
I played THOUSANDS of hours of Doom/Doom II, no thanks in part to the easy access of editors (even before the internet on shareware disks and CD's, or even BBS systems), and the easy learning curve of the editing process in general. It looks like I've found myself a new niche (if I don't mean to sound conceded here), here at BeamNG, editing away my otherwise physically disabled life.
I just blasted my way through ultra-violence on Doom's original shareware episode doing all 9 maps without even getting below 75% health or dying, or saving/reloading. I still love that game I had on my 1st 486 computer. Good games never die, because they're fun, they'll always be fun, provided your expectations are in check with reality (not trying to anger, this is honest/blunt).

If you want it to look better, make it look better, put the mod out, and maybe it'll become integrated into the game if it's good enough. Sure it's not the best, but let's get together and make it look better, or just at-least slather on even more ways to have good times, so that looks will be hiding in the trunk afraid to come out until this train has well left the station. It's like fine wine, it gets better over time. Just have a little patience, and if you really want to grease the gears in a way that matters, tell your friends about this game(especially if they love to mod!), or better yet, buy them a copy or two.

This is why I am making my modular road kit as part of my new map (it's pictured above, though it's dark). It'll be free in due time for any mapper wanting to make a city map, and with recent progress reducing draw-calls, it'll run reasonably well, too. This initiative to improve and contribute to the community is always welcomed with open arms, wild fanfare, or even failing that, a bucket of likes (which will do in a pinch, surely better than none at all!).

I hope I've said what I intended, without angering anyone. I wish the developers much luck & am hopeful one day we will be freed from the curse of single-threaded draw call limitations, as surely it'll enable all those wonderful immersive graphics/environment all that much more. If we continue to support the small indie teams like this, we'll have more awesome new never-tried-before (at-least not successfully tried and executed before) stuff being brought to the table, VS the same-old same-old tired song and dance. I'm game for that, and I'm well sure many others are, too.

--Cheers!

P.S. Self-promotion aside, my city map is named 'Los Injurus', and will be released in the coming months, you can view it under forums>maps somewhere on here. Stay tuned for MRK postings in the near future if you're a mapper, as that'll be the 'Modular Road Kit' so you can enjoy building cities in BeamNG if you like mapping.